Proposed Feats

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Revision as of 17:00, 21 December 2009 by Slitherrr (Talk | contribs) (Great Trip)

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This page exists for homebrew feats that have yet to obtain GM approval (so as not to clutter up the place with unused feat pages for unaccepted feats).


The feats below MAY be too powerful, especially when combo'd with enlarge person and reach weapons. Great Cleave achieves similar results, but has the added restriction that the enemies have to be killed in order for the attack to continue, which is why I added the -4 per attack restriction. There may be justification for reducing that from -4 to -2, but it's a tough call--Great Cleave doesn't have the possibility of losing the weapon, but the necessity of killing the opponent is a pretty big restriction in any battle that isn't against hordes of severely underleveled opponents.

Great Trip

Prerequisites: Improved Trip, Base Attack Bonus +4

Description: On a successful trip, for the follow-up attack the attacker may choose to instead initiate a trip on a new target. This new trip does not receive a follow-up attack if successful. The attacker may not take a five-foot step before making this follow-up attack. The attack and its opposed check are at -4.

Normal: With Improved Trip, the follow-up attack may only be used as a regular attack against the initial tripping target.

Grand Trip

Prerequisites: Great Trip, Base Attack Bonus +8

Description: As Great Trip, except any successful trip by the attacker initiates a follow-up that may then be used to initiate a new trip. This may be used to chain trip attempts among as many targets as the attacker can reach in a single round, until all are tripped, or an attack fails. Every subsequent use of this ability imposes a further -4 to the attack and the related opposed check.

Normal: With Great Trip, the follow-up trip does not gain a further follow-up attack.